Paul R Messinger
Biographic Data
| ID | 9013872 |
|---|---|
| NAME | Paul R Messinger |
| GIVEN NAMES | Paul R |
| FAMILY NAME | Messinger |
| SIGNATURE | MESSINGER P R |
| AFFILIATIONS | University of Alberta |
| ORCID | 0000-0001-8104-458X |
| VERIFIED | Yes |
| TOTAL WORKS | 3 |
| TOTAL CITATIONS | 0 |
| WORKS AS AUTHOR | 3 |
| WORKS AS EDITOR | 0 |
| FIRST PUBLICATION YEAR | 1970 |
| LATEST PUBLICATION YEAR | 2023 |
| H-INDEX | 0 |
Human or virtual
As social media has grown, firms have increasingly sought endorsements from social media influencers rather than traditional celebrity endorsements. Technological advancements in computer-generated imagery have led to the emergence of a particular new type of social media influencer: virtual influencers. Virtual influencers offer advantages over human influencers because they have no physical limitations and their images are more easily controlle…
A Typology of Virtual Worlds
Virtual worlds constitute a growing space for collaborative play, learning, work, and e-commerce. To promote study of this emerging realm of activity, we suggest a typology adapted from C. Porter’s (2004) typology of virtual communities. The five elements of the proposed typology include (1) purpose (content of interaction), (2) place (location of interaction), (3) platform (design of interaction), (4) population (participants in the interaction)…
On the Relationship between My Avatar and Myself
What is the relationship between avatars and the people they represent in terms of appearance and behavior? In this paper, we hypothesize that people (balancing motives of self-verification and self-enhancement) customize the image of their avatars to bear similarity to their real selves, but with moderate enhancements. We also hypothesize that virtual-world behavior (due to deindividuation in computer-mediated communication environments) is less…
No prominent works on this page.
A Typology of Virtual Worlds
Virtual worlds constitute a growing space for collaborative play, learning, work, and e-commerce. To promote study of this emerging realm of activity, we suggest a typology adapted from C. Porter’s (2004) typology of virtual communities. The five elements of the proposed typology include (1) purpose (content of interaction), (2) place (location of interaction), (3) platform (design of interaction), (4) population (participants in the interaction)…
On the Relationship between My Avatar and Myself
What is the relationship between avatars and the people they represent in terms of appearance and behavior? In this paper, we hypothesize that people (balancing motives of self-verification and self-enhancement) customize the image of their avatars to bear similarity to their real selves, but with moderate enhancements. We also hypothesize that virtual-world behavior (due to deindividuation in computer-mediated communication environments) is less…
Human or virtual
As social media has grown, firms have increasingly sought endorsements from social media influencers rather than traditional celebrity endorsements. Technological advancements in computer-generated imagery have led to the emergence of a particular new type of social media influencer: virtual influencers. Virtual influencers offer advantages over human influencers because they have no physical limitations and their images are more easily controlle…
Computer Science (3 works) · Artificial Intelligence (2 works) · Digital Marketing and Social Media (2 works) · Human–computer interaction (2 works) · Metaverse (2 works) · Psychology (2 works) · Social Psychology (2 works) · Virtual reality (2 works) · Advertising (1 work) · Anthropology (1 work)